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📄 ca_water.cpp

📁 游戏编程精华02-含有几十个游戏编程例子
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{
	return S_OK;
}




HRESULT CA_Water::CreateTextureRenderTarget()
{
    HRESULT         hr;

	_ASSERT( mpBackbufferColor != NULL );
	_ASSERT( mpBackbufferDepth != NULL );

    // get the description for the texture we want to filter
	D3DSURFACE_DESC ddsd;
    m_pInitialStateTexture->GetTexture()->GetLevelDesc(0, &ddsd);

	int i;

	for( i=0; i < kMaxNumTargets; i++ )
	{
		if( mpFilterTarget[i] != NULL )
		{
            SAFE_RELEASE(mpFilterTarget[i]);
			mpFilterTarget[i] = NULL;
		}

		if( mpTextureFiltered[i] != NULL )
		{            
            SAFE_RELEASE(mpTextureFiltered[i]);
			mpTextureFiltered[i] = NULL;
		}
	}


    // create new textures just like the current texture
    for( i = 0; i < kMaxNumTargets; i++ )
    {
        hr = m_pD3DDev->CreateTexture(ddsd.Width, ddsd.Height, 1, 
                                      D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, 
                                      D3DPOOL_DEFAULT, &mpTextureFiltered[i]);
        if (FAILED(hr))
        {
		    m_strLastError = "Can't CreateTexture!\n";
            assert(false);
            return E_FAIL;
        }

        hr = mpTextureFiltered[i]->GetSurfaceLevel(0, &mpFilterTarget[i]);
        if (FAILED(hr))
        {
		    m_strLastError = "Can't Get to top-level texture!\n";
            assert(false);
            return E_FAIL;
        }

        // set our render target to the new and shiny textures without depth
        hr = m_pD3DDev->SetRenderTarget(mpFilterTarget[i], NULL);
        if (FAILED(hr))
        {
		    m_strLastError = "Can't SetRenderTarget to new surface!\n";
            assert(false);
            return E_FAIL;
        }
    }

    // switch back to conventional back-buffer
    hr = m_pD3DDev->SetRenderTarget(mpBackbufferColor, mpBackbufferDepth);
    if (FAILED(hr))
    {
		m_strLastError = "Can't SetRenderTarget to original back-buffer surfaces!\n";
        assert(false);
        return E_FAIL;
    }

    return S_OK;
}



HRESULT		CA_Water::SetPixelShader( DWORD dwHandle )
{
	HRESULT hr = S_OK;

	assert( m_pD3DDev != NULL );


	hr = m_pD3DDev->SetPixelShader( dwHandle );
	ASSERT_IF_FAILED(hr);
	m_dwCurrentPixelShader = dwHandle;

	return hr;
}


HRESULT		CA_Water::SetVertexShader( DWORD dwHandle )
{
	HRESULT hr = S_OK;

	assert( m_pD3DDev != NULL );

	hr = m_pD3DDev->SetVertexShader( dwHandle );
	ASSERT_IF_FAILED(hr);
	m_dwCurrentVertexShader = dwHandle;

	return hr;
}



bool CA_Water::Keyboard(DWORD dwKey, UINT nFlags, bool bDown)
{
	// Return true if keyboard key handled.

	// Note - pressing tidle key will not cause this to be called
	//  until the window is resized - Something happens then to 
	//  trigger the Keyboard function.


	char charcode;


	float eqinc = 0.05f;
	float blurinc = 0.01f;
	float normalinc = 0.01f;

	if( bDown )
	{
		// Use only capital letters here - these are VK_ codes!

		switch( dwKey )
		{
		case VK_RIGHT:
			if( m_dwSleepDelay < 500 )
				m_dwSleepDelay += 2;
			FDebug("m_dwSleepDelay: %d\n", m_dwSleepDelay );
			return(true);
			break;

		case VK_LEFT:
			if( m_dwSleepDelay > 1 )
				m_dwSleepDelay -= 2;
			FDebug("m_dwSleepDelay: %d\n", m_dwSleepDelay );
			return(true);
			break;

		case VK_UP:
			m_fDropletFreq += 0.05f;
			if( m_fDropletFreq > 1.0f )
				m_fDropletFreq = 1.0f;
			FDebug("Droplet Frequency: %f\n", m_fDropletFreq );
			return(true);
			break;
		case VK_DOWN:
			m_fDropletFreq -= 0.05f;
			if( m_fDropletFreq < 0.0f )
				m_fDropletFreq = 0.0f;
			FDebug("Droplet Frequency: %f\n", m_fDropletFreq );
			return(true);
			break;

		case 'I':
		case 'L':
			m_bApplyInteriorBoundaries = !m_bApplyInteriorBoundaries;
			FDebug("Apply interior boundaries: %s\n", m_bApplyInteriorBoundaries ? "TRUE" : "FALSE");
			return(true);
			break;

		case 'Z':
			if( m_fEqRestore_factor >= eqinc )
				m_fEqRestore_factor -= eqinc;
			else
				m_fEqRestore_factor = 0.0f;
			FDebug("m_fEqRestore_factor: %f\n", m_fEqRestore_factor );
			return(true);
			break;
		case 'X':
			if( m_fEqRestore_factor <= 1.0f - eqinc )
				m_fEqRestore_factor += eqinc;
			else
				m_fEqRestore_factor = 1.0f;
			FDebug("m_fEqRestore_factor: %f\n", m_fEqRestore_factor );
			return(true);
			break;


		case 'C':
			if( m_fBlurDist >= blurinc )
				m_fBlurDist -= blurinc;
			FDebug("m_fBlurDist: %f\n", m_fBlurDist );
			UpdateBlurVertOffset();
			return(true);
			break;

		case 'V':
			if( m_fBlurDist <= 1.0f - blurinc )
				m_fBlurDist += blurinc;
			FDebug("m_fBlurDist: %f\n", m_fBlurDist );
			UpdateBlurVertOffset();
			return(true);
			break;


		case 'B':
			m_bWrap = !m_bWrap;
			FDebug("Wrap mode:  %d\n", m_bWrap );
			return(true);
			break;

		case 'M':
//			m_bUseNormalMapMethod2 = !m_bUseNormalMapMethod2;
//			FDebug("Use normal map method 2 = %s\n", m_bUseNormalMapMethod2 ? "TRUE" : "FALSE" );

			FDebug("you hit M!\n");

			m_SimulationMode ++;
			if( m_SimulationMode >= SM_LAST )
			{
				m_SimulationMode = NORMAL_GRAY;
			}
			FDebug("Sim mode == %d\n", m_SimulationMode );
			SetSimMode( m_SimulationMode );
			return(true);
			break;

		case 'Y':
			if( m_fNrmlSTScale >= normalinc )
				m_fNrmlSTScale -= normalinc;
			FDebug("Normal ST scale for red & green: %f\n", m_fNrmlSTScale );
			return(true);
			break;

		case 'U':
			if( m_fNrmlSTScale <= 1.0f - normalinc )
				m_fNrmlSTScale += normalinc;
			FDebug("Normal ST scale for red & green: %f\n", m_fNrmlSTScale );
			return(true);
			break;

		case '1' :
			m_eRenderMode = FULLSCREEN_NEIGHBOR_CALC;
			FDebug("displaying neighbor calc = force texture\n");
			return(true);
			break;

		case '2':
			m_eRenderMode = FULLSCREEN_RESULT;
			FDebug("displaying result = velocity\n");
			return(true);
			break;

		case '3' :
			m_eRenderMode = ALL_TOGETHER;
			FDebug("displaying all surfs\n");
			return(true);
			break;
		case '4':
			m_eRenderMode = FULLSCREEN_CURRENT_POSITION;
			FDebug("displaying finalout = height field\n");
			return(true);
			break;

		case 'F':
			m_bFarther = !m_bFarther;
			return(true);
			break;

		case 'R':
		case '`':
		case '~':
			FDebug("Loading new droplet and initial maps\n");
			LoadRulesAndOtherMaps();
			return(true);
			break;
		case 'G':
			// start or stop the animation
			m_bAnimate = !m_bAnimate;
			return(true);
			break;
		case VK_SPACE:
			m_bSingleStep = !m_bSingleStep;
			return(true);
			break;
		case 'S':
			m_bSlow = !m_bSlow;
			return(true);
			break;
		case 'W':
			m_bWireframe = !m_bWireframe;
			return(false);
			break;


		default:

			charcode = MapVirtualKey( dwKey, 2 ); // VK to char code

			switch( charcode )
			{
			case '7':
				m_nLowThresh--;
				FDebug("low thresh %d\n", m_nLowThresh );
				return(true);
				break;

			case '8':
				m_nLowThresh++;
				FDebug("low thresh %d\n", m_nLowThresh );
				return(true);
				break;

			case '9':
				m_fhalfoff *= 0.9999f;
				m_nThresh--;
				FDebug("half offset value %f\n", m_fhalfoff );
				FDebug("thresh %d\n", m_nThresh );
				return(true);
				break;

			case '0':
				m_fhalfoff *= 1.0001f;
				m_nThresh++;
				FDebug("half offset value %f\n", m_fhalfoff );
				FDebug("thresh %d\n", m_nThresh );
				return(true);
				break;

			case '<':
			case ',':
				m_fVelFactor *= 0.98f;
				FDebug("velocity factor (mass):  %f\n", m_fVelFactor );
				return(true);
				break;

			case '>':
			case '.':
				m_fVelFactor *= 1.02f;
				FDebug("velocity factor (mass):  %f\n", m_fVelFactor );
				return(true);
				break;

			case '[':
			case '{':
				m_fBlend *= 0.98f;
				FDebug("blend:  %f\n", m_fBlend );
				return(true);
				break;

			case ']':
			case '}':
				m_fBlend *= 1.02f;
				FDebug("blend:  %f\n", m_fBlend );
				return(true);
				break;

			};
		};
	}

	return( false );
}





void CA_Water::SetInitialRenderStates()
{
	int i;

    // set up render state: disable all except texture stage 0 (see below)
    for(i = 0; i < 4; i++ )
    {
	    m_pD3DDev->SetTextureStageState(i, D3DTSS_ADDRESSU,  D3DTADDRESS_CLAMP);
	    m_pD3DDev->SetTextureStageState(i, D3DTSS_ADDRESSV,  D3DTADDRESS_CLAMP);
	    m_pD3DDev->SetTextureStageState(i, D3DTSS_ADDRESSW,  D3DTADDRESS_CLAMP);

        m_pD3DDev->SetTextureStageState(i, D3DTSS_MAGFILTER, D3DTEXF_POINT );
	    m_pD3DDev->SetTextureStageState(i, D3DTSS_MINFILTER, D3DTEXF_POINT );
	    m_pD3DDev->SetTextureStageState(i, D3DTSS_MIPFILTER, D3DTEXF_NONE  );

		m_pD3DDev->SetTextureStageState(i,D3DTSS_TEXTURETRANSFORMFLAGS,	 D3DTTFF_DISABLE );
		m_pD3DDev->SetTextureStageState(i,D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_PASSTHRU | i );

		m_pD3DDev->SetTextureStageState(i, D3DTSS_RESULTARG, D3DTA_CURRENT );
    }

	// Set wrap to zero - It will wrap anyway and avoid the problems of
	//   setting cylindrical wrapping (D3DRS_WRAP0, D3DWRAP_U == cylindrical)
	//   for texture coords > 1.0f

	// For wrapped textures, you should use only the D3DTSS_ADDRESSU/V/W
	//   states, unless you are doing cube environment mapping.

    m_pD3DDev->SetRenderState(D3DRS_WRAP0, 0);
    m_pD3DDev->SetRenderState(D3DRS_WRAP1, 0);
    m_pD3DDev->SetRenderState(D3DRS_WRAP2, 0);
    m_pD3DDev->SetRenderState(D3DRS_WRAP3, 0);
    m_pD3DDev->SetRenderState(D3DRS_WRAP4, 0);
    m_pD3DDev->SetRenderState(D3DRS_WRAP5, 0);
    m_pD3DDev->SetRenderState(D3DRS_WRAP6, 0);
    m_pD3DDev->SetRenderState(D3DRS_WRAP7, 0);


    m_pD3DDev->SetTextureStageState(0, D3DTSS_COLOROP,   D3DTOP_SELECTARG1);

    m_pD3DDev->SetRenderState(D3DRS_ALPHABLENDENABLE,	FALSE );
    m_pD3DDev->SetRenderState(D3DRS_ZENABLE,			FALSE );

	m_pD3DDev->SetRenderState(D3DRS_FOGENABLE,			FALSE );
	m_pD3DDev->SetRenderState(D3DRS_DITHERENABLE,		FALSE );
	m_pD3DDev->SetRenderState(D3DRS_ALPHATESTENABLE,	FALSE );
	m_pD3DDev->SetRenderState(D3DRS_SRCBLEND,			D3DBLEND_ONE  );
	m_pD3DDev->SetRenderState(D3DRS_DESTBLEND,			D3DBLEND_ZERO );

	m_pD3DDev->SetRenderState(D3DRS_ZWRITEENABLE,		FALSE );

	m_pD3DDev->SetRenderState(D3DRS_SPECULARENABLE,		FALSE );
	m_pD3DDev->SetRenderState(D3DRS_STENCILENABLE,		FALSE );
	m_pD3DDev->SetRenderState(D3DRS_LIGHTING,			FALSE );

	m_pD3DDev->SetRenderState(D3DRS_COLORVERTEX,		FALSE );

	m_pD3DDev->SetRenderState(D3DRS_FILLMODE,			D3DFILL_SOLID );
	m_pD3DDev->SetRenderState(D3DRS_CULLMODE,			D3DCULL_NONE );

}



HRESULT CA_Water::Tick()
{	
	// Render a new frame

	HRESULT hr;


	SetInitialRenderStates();



	D3DXMATRIX matWorld;
	D3DXMATRIX matView;
	D3DXMATRIX matProj;
	D3DXMATRIX matViewProj;

    // write to constant memory which uv-offsets to use to accumulate neighbor information
    D3DXVECTOR4     offset(0.0f, 0.0f, 0.0f, 0.0f);
	m_pD3DDev->SetVertexShaderConstant(CV_UV_OFFSET_TO_USE, &offset, 1);


	// Disable culling
	m_pD3DDev->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);

    // set render state 
	SetVertexShader( m_dwVertexShader );
	hr = m_pD3DDev->SetStreamSource(0, m_pVertexBuffer, sizeof(QuadVertex));
	ASSERT_IF_FAILED(hr);


	D3DXVECTOR3 const vEyePt    = D3DXVECTOR3( 0.0f, 0.0f, -5.0f );
	D3DXVECTOR3 const vLookatPt = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
	D3DXVECTOR3 const vUp       = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );

	// Set World, View, Projection, and combination matrices.
	D3DXMatrixLookAtLH(&matView, &vEyePt, &vLookatPt, &vUp);
	D3DXMatrixOrthoLH(&matProj, 4.0f, 4.0f, 0.2f, 20.0f);

    D3DXMatrixMultiply(&matViewProj, &matView, &matProj);

    // draw a single quad to texture:
    // the quad covers the whole "screen" exactly

	D3DXMatrixScaling(&matWorld, 2.0f, 2.0f, 1.0f);
	D3DXMatrixMultiply(&m_mWorldViewProj, &matWorld, &matViewProj);
    D3DXMatrixTranspose(&m_mWorldViewProj, &m_mWorldViewProj);

	m_pD3DDev->SetVertexShaderConstant(CV_WORLDVIEWPROJ_0, &m_mWorldViewProj(0, 0), 4);





	if( m_bReset == true )
	{
		m_bReset = false;
		m_nFlipState = 0;

		FDebug("Reset water sim to initial conditions\n");

	}

	int tmp;


	switch( m_nFlipState )
	{
	case 0:

		m_nThreshCnt = 0;

		m_pTex_HeightSrc	= m_pInitialStateTexture->GetTexture();

		m_nTex_HeightTarg = 0;
		m_nTex_HeightSrc =  4;

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